Templar is is copyright of Nathan Russell ©2005
Permission is granted to use this content for personal use only. Contact Nathan at www.perilplanet.com
A ba n don a l l h ope
A ba n don a l l h ope… Darkness engulfs the world, and vile magicians magicians lurk in the shadows, waiting waiting to ensnare the innocent in their dire dire machinations. Common folk huddle about the fire fire place or lantern, and none but the bravest or most most foolish venture venture out after sunset. Fear grips the land, and terror awaits awaits beyond every door-way. door-way. Vile things hunt in the darkness, and evil creeps into men’s men’s hearts as they sleep. Danger is everywhere, masked by magic and cloaked in evil. But there there are some who would would stand alone in the dark and rebel rebel against the things that feast on souls and minds. A chosen few armed with weapons of Glory and the courage that only comes from pain and loss. When the night creatures creatures scream for the blood of the innocent and all hope is abandoned, common folk have nothing left to do but pray for a swift and eternal death, or the timely arrival of the Templar Templar.. horror. Evil pervades every part of the land of Lenor, Lenor, Templar is a campaign role playing campaign of fantasy horror. and with the setting of the sun each day the common folk become hostages in their own homes. homes. Only the brave and tragic members of the Ancient and Holy Order of Templars stand against the darkness that is slowly choking the world. In the land of Lenor the dead do not not rest easily, and the one thing people fear more more than dying is returning from the dead—their souls forever lost to the Glory of the Light. In this campaign all the characters are Templars. They have suffered greatly at the hands of evil creatures or ghosts, which has granted them the strength of will to do battle with the demons of the Taint and the Darkness. And demons there are a-plenty; ghosts, specters, werewolves, vampires and more more inhabit the realm of Lenor. But the most vile of all creatures are the dark magicians—madmen that traffic with the very fabric of evil in order to bend the world to their own will. The main features of this campaign are: •
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No demi-humans—Lenor is very similar to late medieval Earth. Players need not worry about being too ‘samey’ though, as the nature of the tragic events surrounding their life has granted t hem a unique boon (spell-like power or feat) that will aid them when battling evil. Sanity rules—the more you know, the crazier you are! Seeing nasty monsters can leave you unhinged, reading unpleasant tomes bound in flesh can make you wet yourself, and glancing at a spellbook can send you completely bonkers. This nicely leads us to… Magic. It is rare, and it is SCARY. Your character can be a Sanctioned Arcanist, but expect expect folk to give you a wide birth, and your companions companions to be ready to torch you at the first sign of taint! Oh, and casting spells can lose you sanity. Sorry. Templars have weapons of Glory (holy weapons) such as the Casket of Light (mini ‘arc of the covenant’), Glory Rifle (shoots holy lightening bolts), Purifiers (flame-thrower anyone?), and Alchemist Fire.
Templar is inspired by the traditions of Gothic Horror and modern horror films, particularly those that seek to capture some of the flavour of the traditional gothic gothic genre. Game Masters can choose to run their games anywhere along the “horror scale” between a dark and brooding game of subtle and all-pervasive horror, and over the top, witch burning horror-action. Personally, I think it works best somewhere between these two extremes, where the horror builds slowly before everything comes crashing down in a furious assault of battle, blood and flame.
L en or, lan la n d of fe f ea r… The Vinlands: rolling fields of rich black earth and mile after mile of plump grape vines dominate the Lenor is a sprawling realm of dark woods, stark Vinlands. This is the heartland of Lenor, where much mountain ranges, fetid swamps and endless moors. It is of the fresh produce and all the best wines comes from. a land of pristine pristine beauty, rich in natural natural resources. It is The villagers of the Vinlands are a down-to-earth, hard also a land of danger, populated with wild beasts, banworking and superstitious people, with a distrust for dits and darker things. Some of the major geographic those who hail from beyond their pastoral realm. features of Lenor include;
Geography
Woods Noir: this vast forest dominates the central parts of Lenor. While a few small communities of woodsmen and hunters reside near or within the forest, it is primarily the domain of outlaws, centaurs, dryads and wilder beasts. beasts. Few would venture into the dark forest if it were not for the multitude of plants with medicinal properties, or animals with valuable pelts. Furthermore, the Woods Noir are the only forest in which the Castor Oak can be found. The wood, sap and leaves of these grand trees are used in the preparation of holy incense and numerous religious objects. Southern Dredges: covering several hundred miles of coastline, the Southern Dredges are a dank morass of swamp and wetland. wetland. Only the most most desperate make their home in this region, braving the disease, giant insects and lizard-folk raids in order to eke out a living collecting peat.
sulfurous cloud of Plumbia: constantly shrouded in a sulfurous smog, this bustling port city is the capital of the House Raffæ. Ships and merchants from across the land make their way to the city to trade, while craftsmen and artisans go there to learn new skills or ply their wares. Plumbia is a city of industry, and one of the few places that produces the new smoke-powder weapons. Basilica of Light : once a solitary church built in the meadows of northwest Lenor, the Basilica of Light grew to become the centre of religion in the realms and is now surrounded by a bustling city. Usually simply referred to as Basilica, the city is home to priests and clergy, scholars and pilgrims, as well as the craftsmen, traders, and other folk that supply the needs of the community. It is said to be the most splendid city in all of Lenor, with its gold-roofed towers, glass spires and white city walls. Of course it can afford afford to be, with tithes from churches and the faithful making their way to Basilica from across the land. Basilica is the home of the Pope, spiritual head of the Church of Light.
The Argent Peaks : bordering the northern edge of the Woods Noir, this snow-capped mountain range can be seen from several hundred miles away. Few things centre of power of House Castle Karlov: once the centre other than the native giants and yeti can survive for long Karlov, this sinister place is now an asylum for the frail on the desolate mountains, though communities of of mind and criminally insane. Few choose to travel to miners have long made the region home. Castle Karlov, for it is said that escaped inmates roam the wilds surrounding the hospice. The village of Klaus The Grand Reaches: stretching away to the east and supplies the wardens and inmates with food and other north of Lenor are the wild moorlands of the Reaches. essential produce. Cattle grazers and gypsy clans make their homes amongst the heather and scrub of this region, Drakenhaus: this grim citadel lies in the foothills of competing with the lupine clans for what little food the Argent Peaks, and is the home of the Holy Order of there is. So large is this region that it is often subdiTemplars. There is no town or village within thirty vided into three separate areas; the Heaths are the closmiles of this place, though the road leading to the castle est and tamest parts, bordering the realm of Latovia; the is always in good good repair. Few travel to this place Reaches Proper are the central moorlands; and the Far willingly, and even fewer ever return. Reaches are the wild and dangerous domain of the wolfwere. A Comparison of Geographies The Brunë: the majestic River Brunë snakes its way through much of Lenor, before breaking into a thousand tendrils at the mouth of the Southern Dredges. Dredges. The Brunë is the life-blood for much of the country, providing fish and eels for food, as well as irrigation for crops. A number of gypsy clans also make the river home, migrating with the seasons aboard a miss-match of boats and rafts.
As a comparison with our own world, imagine the geography of Lenor as a sinister mix of central Europe (Black Forest, Danube River), Scotland (with its barren moors and highlands), the southern United States (the swamps and wetlands of places like Florida) and the high mountains and deep valleys of the Swiss Alps
The Papacy answers to no-one. From the Basilica of Light the clergy gather tithes, preach of the Glory and Lenor is divided into six principalities, each of which is the Light, and advise the Old Houses on both matters of ruled by one of the Old Houses—aristocratic families of state and religion. immense wealth and power. Relations between the Old Houses are cordial, though conflict over borders, trade, Religion or some perceived insult occurs from time to time. Religion impacts every facet of life in Lenor. In a world where evil has the power to manifest in physical House Tovia rules Latovia in the east with an iron hand, their small but well trained army of border form and the dead do not always rest easily, t he people wardens on constant vigil against incursions of wolfneed something to believe in. The Church of Light were from the Grand Reaches. offers the frightened populace hope, preaching of “the Glory and the Light”, and warning of “the Taint and the Darkness”. House Raffæ are rich from trade, and govern their prosperous principality from the city of Plumbia. Plumbia. The proximity of the Southern Dredges Dredges to the city has The Glory and the Light caused problems in the past, particularly with swampThe people of Lenor believe in the all-powerful Light, a dwellers bringing disease and plague. force of pure goodness that has the power to protect the innocent and the worthy. Just as the sun chases away House Karlov is a shadow of its former self, most of the night, so the Light has the power to chase away the the family having suffered from a terrible curse and Darkness and restore hope to the world. The sun is the slowly gone mad. Visitors to the poverty-stricken realm most obvious manifestation of the Light, having the rarely stay long, fearing the bad luck that befell the power to warm the flesh and soul, as well as encourage Karlov family might also befall them. crops to grow and the snow of winter to melt away to nothing. Fire is another manifestation of the Light. House Vichë control vast vineyards and produce the best wine in the realm. The family is extremely devout, But the Light can make its presence felt in other less and many of the family become priests. obvious ways too. too. Some objects and places are imbued with the holy power of the Light, and the truly devout House Maran governs the pastoral lands of Maranovia, can channel the power of the Light. Such and are patrons of of the arts. The city of Maranvaun Maranvaun is manifestations and miracles are referred to as the Glory home to many schools and colleges. Many of House House of the Light, or simply glory. Maran’s enemies have accused them of seeking too much of the wrong kind of knowledge. The Taint and the Darkness
Politics
House Ilsie once ruled the trackless moorlands of the Grand Reaches, but their bloodline died out many generations ago. Since that time the people people of the land have wandered Lenor as gypsies and itinerate workers. A few houses, Tovia in particular, have attempted to claim the reaches for themselves, but the inhospitable heaths have proven hard to tame.
The Darkness is the representation of all things evil, able to smother life and cast dark shadows on a soul. Just as the sun is a manifestation of the Light, so the night and the moon moon are the heralds of Darkness. In all places that the sun cannot penetrate—caverns, forests, and deep valleys in particular—evil dwells. Darkness is the cold north wind, wind, winter and death. The Darkness has the power to corrupt the innocent and make sane men do irrational things.
Independent People Not everyone owes allegiance to one of the Old Houses, The Darkness can also manifest in supernatural ways, and several regions of Lenor are independent. from raising the dead, to dark magic and cursed objects. Such expressions of the Darkness are said to be Tainted Swamp-dwellers, as they are called, reside in the by the Darkness. Southern Dredges. This stinking mire of islands, mud No Gods, just Power and putrid water has remained unclaimed by the Old Houses since the disappearance the previous Lord Lenor has no gods, just the awesome powers of Light Raffæ who had attempted to map the region. and Darkness. In simple terms, the Light represents represents Good and the Dark represents Evil. Almost everyBandits prey on merchants, pilgrims and other travelthing (people, creatures, magic, seasons) is aligned ers and haunt the forests of the realm. Some merely with either the Light or the the Darkness. Divine magic engage in robbery to survive, but most have come to and holy items are powered by either the Light or the enjoy the thrill thrill of violence. Several self-proclaimed Darkness, there is no ‘neutral’ magic in Lenor. “Bandit Kings” have laid claim to highways, forests and even towns across Lenor.
Te Templa mpl a rs, h era ld lds s of L i ght gh t The Ancient and Holy Order of Templars has a long and Gloriana. Templars should expect about as much hospiillustrious history. For a thousand years they have been tality from the church as any minor nobleman. peace-keepers, knights, and holy warriors, protecting the people of Lenor from danger. The reaction of the common folk of Lenor to members of the Order can run the gamut from dread to joy, deFounded by four brothers, the Order was originally just pending upon the region and their past encounters with a militant arm of the Church of Light, but over the Templars. Some have suffered suffered at the hands of cruel, centuries it has grown to become an organisation demisinformed or overzealous Templars, and now might voted to the detection and destruction of the Darkness. react with fear, anger or a mixture of both. Others, however, have had their lives greatly improved by the While the Order currently has a degree of independence work of the Order. Order. In some regions the the Templars are from both the Old Houses and the Papacy, it has not folk heroes. always been so. At various times in their history the Templars have been accused of being the blood hounds Templar Authority of one realm or another, and during the Shadow Wars of Despite tales to the contrary, Templars are not a power the 1360’s the entire Order was excommunicated. unto themselves. They must follow follow the laws set down What went on in those twelve years of Darkness is un- by the Old Houses and their devotion to the Light and known, all records of the time having been destroyed. the Measure also temper their actions. In fact the Order In 1378 Pope Glorious IV reinstated the Templars and is in a strange position, politically. It is not governed governed by invested them with the honorific “Holy Order”. While any of the Old Houses, nor is it an official part of the the Templars were once as influential as any of the Old Papacy, but without the support of both the Order would Houses, the Order’s authority and power has slowly have no power. The Order encourages its members to been stripped away by jealous aristocrats and greedy conduct themselves in a manner that will not draw unclergymen. After the Lazarus Compellance of 1401 the due attention to themselves and warns against siding Order turned over much of its wealth to the church, and with one faction or another. This has lead the Templars for a time in 1446 they even lost the right to bear arms. to foster a disposition of disconnected neutrality Despite the Order’s protestations, the suspicious and towards the politics of the realm. realm. This impartiality covetous rulers of Lenor have seriously undermined the makes members of the Order useful intermediaries in power of the only organisation with the knowledge knowledge and disputes and has been useful everywhere from cornskills necessary to hold back the tide of Darkness. fields to ballrooms.
Today the Order is a much looser affiliation of likeminded individuals that devote themselves to the causes of the Light. In these dark times resources are scarce and the Order has been forced to adopt a policy of inthe-field training, hoping that initiates survive long enough to master their skills. Members meet irregularly irregularly at secret Chapter Houses to rest and share the knowledge that they they have accumulated. The Masters of the Chapter Houses often have tasks and errands that they will commission members to undertake.
Public Opinion The members of the Old Houses, and some elements within the Papacy, still look upon the Order with suspicion, jealousy and fear. fear. Belonging to the Order grants a Templar the status of a minor noble (such as a knight), and the noble houses will show the courtesy and respect due them. This is usually as far as the hospitality will extend, however. The Papacy recognises recognises the Order as holy warriors, but of a lower status than their own Order
The Companies The small groups of Templars that roam Lenor are called companies. These bands of dedicated men and women are likely to have members drawn from the breadth of Lenor’s physical and social landscape. The Templars have no restrictions on gender, social class or even age, though most new initiates these days are still in their teens. Each newly formed company is trained together, and over time the members learn to cooperate and depend on one-another as they face the Darkness. Companies that survive for many years (and there are only a few) are truly sights to behold, working together as if each could read the thoughts of their companions.
The Measure While the Order has many rules governing a the way a Templar should behave, including long treatises on etiquette, cleanliness and even animal handling, none are as important as the Measure. The Measure is four
prescriptions upon which the Order has built its reputa- rather than directly battle the Darkness—a war they look for tion. These four simple rules should govern every aspect view as impossible to win. The Karlovians look of a Templars life. ways to cure the sick and heal the mad, but have a reputation for being unreliable when the odds look bad. A Templar will protect the innocent innocent and the needy and Radicals look for new ways to battle the darkness, and the follower of the Light. are open to any suggestion so long as it has a chance of A Templar will destroy the follower follower of Darkness and the success. Most are careful to avoid the mistakes of the Veiled Ones, though rumours abound of a sub-cult that bearer of Taint wherever they may be found, except where such action will contradict the first rule of the dabbles in Darkness. Measure. Firebrands are not so much a sect as a class of Templar A Templar will obey the command command of a superior without without made up almost exclusively of young, hot-headed question, except where that command conflicts with the initiates. Quick to anger and eager to punish the tainted, many firebrands have had to be held back from rash first or second rule of the Measure. Measure. actions by more temperate companions. Firebrands are responsible for the many rumours of witch-burnings and A Templar will seek to protect their own life, except where such action will contradict the first, second or confessions gained through torture. third rule of the Measure. Inspiration for, and from, the Order Every year a Templar’s behaviour and actions are measured against this code. Should a member member fall short The Order of the Templars is an organisation dedithey have one year to redeem themselves. This usually cated to the destruction of evil in all its guises, and involves the undertaking of a difficult quest. the protection of all things good. It is modelled, in part, on the Jedi of the Republic era, where the wise and noble warriors were respected for their knowlThe Sects edge and good nature, but were still at the whim of While the Order is united in its goal of freeing Lenor the major political parties. from the unholy grip of the Taint and the Darkness, its members are not always in agreement as how best to do this. Bickering and internal conflict have marred the the Order’s history from its very inception, and more than one breakaway sect has left the order. During the socalled Valorian Debate, for example, a third of the Templars left to form the Order of the Valiant. The most tragic occurrence of this factionalism, however, was the fall of the Veiled Ones—a group of Templars convinced that the way to defeat the Darkness was to harness the Taint itself. Today the Templars present a united front, but the in-fighting has not ceased. Not every Templar is a member of a sect, and many go out of their way to avoid involvement in the machinations of these groups. groups. Sometimes, though, a Templar never knows that they are embroiled in the plots of one of these groups. Some of the sects include; include; Valorians supported those Templars that went on to form the Order of the Valiant, but did not leave themselves. They work to ensure ensure that all members of the Order act in an honourable and noble way, in accordance with the Measure. Revisionists claim that over time the order of the Measure’s rules has been changed (either accidentally or on purpose purpose for some nefarious reason). Some revisionists wish to see the first rule placed second or third, while others call for more dramatic changes. Karlovians seek to lessen the pain of the populace,
Most initiates of the Order spend their time hunting down nasty things and trying to stay sane long enough to graduate graduate to full members. Most of the information presented here is to give you insight into the Templars, and hopefully inspire you to think about what kind of monster hunter you intend to be. In particular, the different sects should have hinted to you that there are different ‘shades’ of good. good. There is no obligation to have completely selfless motives either— your character might see membership in the Order as a way to gain wealth, forbidden knowledge, power or prestige. You can go about fighting the Taint and the Darkness any way you like, from direct physical or magical combat, to helping the populace and restoring hope. A bard-like Templar might wander the countryside spreading the news of the Order’s good work, in the hope that it will bring Light to an otherwise dark place. A scholar might seek out ancient tomes in the hope of shedding light on some dark knowledge. Use your imagination to develop an interesting character concept. The Order is an adventure generator—check in with them when you need something to do. do. The rest of the time you can explore, trade, get married, burn witches, amass wealth and beat up lizard-folk or werewolves. Just like in D&D!
C h a ra ct er G en era t i on I am currently re-writing this section to make it compatible with a game system that was not available when the background was written. Have a bit of a look at the non-system related bits that remain to get an idea about character generation.
Concept Have a look at some of the sources of inspiration for this game (way back on page 1), read over the background information presented in this booklet, and then have a little think about the kind of character you would like to play. play. Basically your options are limitless, but keep the following factors in mind: •
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Your character is Good—no PC may begin the game as a truly bad guy. The world is based on early 16th Century Europe (that’s the 1500’s, when gun-powder weapons were just beginning to become nasty, but people still got around in full plate). Undead, outsiders (that’s demons), and any monster mentioned in a 19th century gothic horror novel are the nasty-nasties that you will encounter most often. Many adversaries will be ‘mundane’ (if you couldn’t already tell from all the talk about breakaway orders, sects, and jealous noble houses).
Heritage No character grows up in a void. Their heritage and life experiences influence who they are and what they might become. Use the table to the above-right to get an idea of where your character might come from (pick one or roll randomly). randomly). The trait column sugD20 gests traits you might choose based on Roll your background.
Motivation What drives you to face darkness on a regular basis? Why have you given up so much and dedicated yourself to protecting others? Use the Motivation chart to the right as a starting point for your character’s motivations. Roll or choose from the following table (note that the first three options are the most common motivations for Templars). With the basic core of your character decided, we can move on to the next step of character generation.
Motivation
1-4
incredible talent, and it is your duty use it Duty: you have an incredible for the good of all mankind.
5-8
helping others will Redemption: only by risking your life and helping you redeem yourself in the eyes of family or loved ones.
9-12
Vengeance: evil creatures or people did something nasty to you or your family, and you are going to put things right.
13-15
Ego: you are great, and you deserve to be recognized for it. You want glory, power and respect.
16-18
your personal and/or Honor: you are obligated to uphold your family honor, and the best way is to fight the evils of the world.
19-20
for the rush, the thrill of the hunt, and Adventure: you’re in it for the sheer excitement that comes from facing danger.
Glory Characters are driven to fight for the Glory and the Light. By defeating evil in all its guises, maintaining the tenets of the Measure and spreading light to the dark corners of the world, your character develops their own reservoir of Glory that they may draw upon. upon. This may be used to do amazing things, in the name name of the Glory and the Light.
Taint Templars fight evil every day, and sometimes a little of that darkness rubs off on them. If a Templar performs performs evil acts, encounters the warping effects or creatures of the Darkness or makes use of Tainted tools (including some magic), they may develop Taint. The more taint a character has, the less human they they become. They are surrounded by a dark aura of fear and danger that affects their ability to interact with others. A character with enough taint will eventually go insane or turn into a creature of the Darkness themselves.
Sanity Lenor is a frightening place, filled with unspeakable horrors and evil things. It is not easy facing the terrors of the dark, and to represent this Templar uses a system to track a character’s mental stability and sanity.
Character Flaws Every character has been touched in some way by tragedy. The nature of this misfortune is up to you, but it has left an obvious mark upon you. you. This is represented through the use of character flaws. Be in no-doubt, flaws suck. They will inconvenience inconvenience you in endless ways, but they are are a part of the life of a Templar. Templar. As well as suffering the game effects of the flaw, you are expected to come up with how this flaw ties in with your background (for example, the Slow flaw might indicate a leg injury, or Shaky might mean you constantly have the jitters). You must have have at least one one flaw, and may have two.
Rounding Out By now you should know enough about your character to fill out some background details, description and name.
Equipment Every character begins with an Explorer’s Outfit, dagger, Templars Seal (a platinum coin that can be worn as a medallion and is used to identify members), a horse, saddle and appropriate tack, and 80 gold pieces. If you want more cash you can swap one feat for “Wealthy” which grants you +200 starting gp and 100gp a month in allowances or income.
T h e D a rk A rt s of M a g i c Magic in Lenor is strange, mysterious and frightening. Most people will never see a wizard, encounter the effects of a spell, or even hear a mystic incantation, which makes magic and spell casters enigmatic and terrifying. According to the dogma of the Papacy magic is a manifestation of the Darkness and those who deal in witchcraft are tainted. This alone is enough to make most people fear magic. Lenor is entering an age of scientific discovery, learning new things about the way the world works, about nature and life. It is a rational world, world, which makes the irrational all the more frightening. Madmen are a symptom of the irrational power of the Darkness, as are supernatural entities and magic. Those brave or twisted souls who dare to dabble in the so-called dark arts find incredible power at their fingertips, but they must also constantly fight against the maddening taint of that power.
The Madness of Magic Magic bends the fabric of the world to the will of a magician, and often creates effects that are unexplainable to the common man. Each time a spell caster breaks breaks these laws of nature, they themselves are affected. Though their conscious mind might know exactly what they are doing, their primeval spirit is crushed a little by the corruption of the immutable laws of nature. Basically, the use of magic can cause a character to become tainted. The rest of this section is being re-written for a new game system.
R el i gi on a n d Soci et y Religion Religion impacts every facet of life in Lenor. Lenor. In a world where evil has the power to manifest in physical form, and the dead do not always rest easily, the people need something to believe in. The Church of Light offers the frightened populace hope, preaching of ‘the Glory and the Light’, and warning of ‘the Taint and the Darkness’.
The Glory and the Light The people of Lenor believe in the all-powerful Light, a force of pure goodness that has the power to protect the innocent and the worthy. Just as the sun chases away the night, so the Light has the power to chase away the Darkness and restore hope to the world. The sun is the most obvious manifestation of the Light, having the power to warm the flesh and soul, as well as encourage crops to grow and the snow of winter to melt away to nothing. Fire is another manifestation of the Light. But the Light can make its presence felt in other less obvious ways too. too. Some objects and places are imbued with the holy power of the Light, and the truly devout can channel the power of the Light. Such manifestations and miracles are referred to as the Gl ory of the Light, or simply glory.
The Taint and the Darkness The Darkness is the representation of all things evil, able to smother life and cast dark shadows on a soul. Just as the sun is a manifestation of the Light, so the night and the moon are the heralds of Darkness. In all places that the sun cannot penetrate—caverns, forests, and deep valleys in particular—evil dwells. Darkness is the cold north wind, winter and death. The Darkness has the power to corrupt the innocent and make sane men do irrational things.
The Hound and the Herald… Legend says says that in eons eons past Lenor Lenor belonged to the Darkness. It was a land trapped in an eternal night, watched over by the huge disclike eyes of Ka, the Darkness’s favoured hound. But then a blazing chariot burnt across the Darkness and struck the great hound in one eye. A thousand thousand sparks erupted from the collision and formed the stars of the night sky. Ka was left with but one eye, and the fiery chariot fell to the edge of the world. But the chariot was driven by Glory, the Herald of the Light, and he he had not been been felled. He arose from the east, east, and with the stretching stretching of his arms he announced the Light into the world. With the coming of the Light man was set free from their fear and given given a new life. life. The Light banished the Darkness from the land, chasing it to the far corners of the world, and devouring it. The momentous events of the first dawn are replayed with the rising of the sun each day. The half-blind Ka prowls across the night sky searching for the Herald’s resting place before being chased away by the fiery charioteer as he announces the arrival of the Light. As long as the sun continues to rise each day and chase away the night, the people of Lenor live in hope that their lives will forever be free from the Darkness that that once smothered smothered the entire world. world.
It is within the warm embrace of the t he Light that a soul will reside forever, in peace. Those that seek to deny deny a creature the eternal Light are minions of the Darkness, and necromancers are particularly reviled. Lost souls that have sought to sustain their existence in the world, even after the destruction of their mortal remains, should be treated with pity, and perhaps mistrust. While Life and Death Creation is a divine act of beauty, a manifestation of the some merely need help finding the Light, others must power of the Light to bring joy, happiness and life to the have their motives questioned for lingering so-long world. Mockeries of such divinity (including the living from the Light—for only a devoted servant of the Dark could resist the calling of the Light for so long. dead and unnatural creatures such as golems) are a The Darkness can also manifest in supernatural ways, from raising the dead, to dark magic, and cursed objects. Such expressions of the Darkness are said to be Tainted by the Darkness.
manifestation of the Darkness. Such foul products products of evil are either tainted, or draw the taint like a beacon. Death is also a divine state, as when a creature dies they transcend the mortal world and travel to the Light itself.
The Shroud When a person dies they are momentarily cast into a dark haze of death, death, known as the Shroud. Shroud. This shadowrealm is a sepia-toned mirror of the material world, and
if it were not for the piercing brilliance of the Light to guide them out of the shroud, a soul could be lost forever. Thankfully most souls exist in the shroud for but moments before they see the Light and follow it to eternal rest. But some souls, obsessed with the mortal mortal realm, or distracted by their sudden change of form do not see the Light, or or choose not to follow it. Such unfortunates are doomed to live a half-existence, and become the ghosts, vampires, and liches of the world. It is believed that some Templars have mastered the ability to step into the realm of the Shroud, where they are able to do battle directly with spirits and other creatures of Darkness. Darkness. Great debate surrounds surrounds whether such an ability is a manifestation of divine Glory, or another mark of the Taint.
The Well of Darkness When the Herald brought the Light to the world, the Darkness was chased from the land, but it was not destroyed, as it is made of nothing but fear and despair. Instead, the Darkness was pursued through a deep fissure and eventually locked away in an underground prison. This place is called the Well of Darkness, and it is said to be a twisted place of madness and pain. Legend maintains that powerful creatures of Darkness can never truly be destroyed, but instead when a lethal blow is struck they are sent hurtling back to the Well of Darkness where they await an opportunity to return to the world. It is claimed by some that to truly destroy a creature of Darkness the death blow must be struck while the creature still wallows within the Well itself. Whether this is true or not is purely academic, however, as no-one knows where the Well is. It is for this reason that all deep caves and subterranean complexes are treated with suspicion and fear.
W ea pon s of Fa Fa i t h Aside from the more mundane items and weapons at their disposal, Templars also have access to a host of special equipment. Most of these items have been developed by dedicated scholars of the Order (many of whom belong to the sect of Radicals), or wise and inspired monks working for the Papacy.
Weapons While Lenor is filled with all manner of dark creature and vile beast that can only be injured or banished with magic powers or weapons, the realm is not rich in such items. The Templars have overcome this problem problem by developing a number of special weapons. These items can be purchased at most Chapter Houses, unless otherwise stated.
Alchemist Fire Fire is a holy manifestation of the Light, and Templars have long favoured weapons that burn the unholy. Alchemist fire is a favourite weapon weapon of firebrands.
Arrow, Flaming The only thing better than burning monsters is burning them from afar!
Designed with a broad head and a small reservoir for alchemist fire, these arrows and crossbow bolts will burn no matter how windy or wet it is (short of being being submerged).
Bolt, Castor Oak From its earliest days the Order has used the wood of the Castor Oak to banish manifestations of Darkness.
Glory Rifle With the introduction and growing popularity of firearms, it was never going to be long before an enterprising (and talented) soul came up with a version useable by the Order in its battle against the Darkness.
The glory rifle is a masterfully worked rifle with a large stock carved from the wood of a Castor Oak struck by lightening. It works exactly like a standard rifle, but when fired it lets out a thunder-like crack and a bright flash of light sparks from the muzzle.
Holy Water Perhaps the oldest weapon used in the battle against evil, holy water is always useful.
A pottery flask filled with blessed water from a chapel or shrine.
Immolator Favoured by firebrands, this exotic weapon seems to burst into flame when the wielder strikes at the unholy. As it is swung it momentarily glows glows with an orange radiance, before smashing into the target.
Usually fashioned as a short sword with a broad blade, the immolator has a reservoir for alchemists fire in its oversized hilt. When swung with force alchemists fire is drawn from the reservoir through a small hole, and along a channel that runs the length of the blade. This essentially creates a flaming sword! A wielder can choose to close the hole and use it like a standard melee weapon.
Purifier
A variation on a priestly object, the purifier purifier is popular This crossbow bolt is a solid piece of castor oak, lovingly shaped into a sharpened stake and embellished amongst the particularly devout members of the Order. Many younger Templars Templars see the purifier as with symbols of the Light. Light. A Castor Oak bolt may may be unsophisticated and dowdy, but more experienced fired from a light, heavy or repeating crossbow. campaigners know how valuable it can be.
Dragons Breath
The purifier is literally a holy-water holy-water sprinkler. It is a Some Templars love nothing more than a flashy show of light flail (martial weapon) that can be filled with up to power and fire, and this this recent development has become become three pints of holy water. popular with such folk. Dragons Breath is a special ammunition for blunderbuss and doppelganger. It is a red powder consisting of a magnesium compound, smoke powder and a variety of unstable components used in the manufacture of alchemist fire. When loaded into a blunderbuss blunderbuss or doppelganger the weapon operates as normal, but the specially formulated shrapnel is accompanied by a huge gout of flame.
Silver Weapons The order has long known that many foul beasts and creatures of Darkness have a particular aversion to weapons of silver.
Any tiny or small weapon, including arrows, crossbow bolts, and sling and firearm bullets, can be made of silver. Larger weapons tend to lose too much strength and become ineffective.
Holy Items
A censer is primarily used in temples and churches, and is needed to burn one of the incense described below.
As well as all their specialist weaponry, the Templars also make use of a variety of unique and powerful holy items. While some of these items might occasionally be Holy Seal A small wax disc engraved with symbols of the Light, it found for sale, they are more often given or loaned to is often given to travellers to protect them. Templars to aid them in a specific task.
Anointment, Blessed Rare and powerful this golden golden oil is a rare gift bestowed upon those who go to face great evil.
When cast upon the ground the seal sends out a small shockwave of positive force.
Incense of Consecration
This tea-like grain smells of wildflowers when burnt. When this thick ointment is applied to a non-magic weapon it imbues it with the ability to injure incorporeal This incense strengthens the will of a character, helping creatures. them banish the spirits of the dead.
Anointment, Mercurial This silvery liquid seems to shift and dance, sparkling like new silverware no matter how little light there is.
When this slippery ointment is applied to a non-magic weapon it shines with a silvery radiance and has the power to injure lycanthropes and some outsiders. The weapon becomes a silver weapon.
Aspergillum Commonly used to dispense holy water about a church or chapel, these decorative devices are the non-combat version of a holy water sprinkler.
An aspergillum can be spun about the head to shower holy water upon anyone within its area of effect.
Casket of Light Legend speaks of a great great holy chest, lost to man an aeon ago, that contains the True Source of the Light. Caskets of Light are powerful artefacts created to emulate the supposed power of this holy relic.
This small, plain chest is made from wood of the Castor Oak and weighs about 10 pounds. When opened, an intense radiance pours from the casket forcing back the Darkness and shattering its vile thralls.
Castor Wood Prison This ornately carved cage of wood is about the size of a large coin, and has a silver chain threaded through one end so that it can be worn about the neck like a locket.
Created by Templar arcanists to protect themselves during their studies of the Darkness, it has saved more than one from going insane. The possessor of the Castor Wood Prison must spend a day wearing the locket and meditating in order to attune the device.
Censer Used to burn incense, a censer is an ornate box or bowl hung from a chain.
Incense of Steadfastness This coarse powder smells of strong spices when burnt.
When burnt this incense invigorates the morale of followers of Light, improving their courage.
Incense of Resistance This red-brown powder smells of cinnamon when burnt.
When burnt this incense helps protect characters from the taint caused by magic use.
Spirit Trap This midnight-black gem is only the size of a marble, but incredibly heavy, weighing almost a pound. It is a valued tool in the fight against the Darkness.
When a spirit trap is successfully thrown at an incorporeal target it can momentarily trap the spirit in the realm of flesh, making it possible to harm the ghost.
Sun Token Carved from the wood of a Castor Oak, this wooden disc is always warm to the touch.
When snapped in half this wooden disc helps protect the bearer from creatures of Darkness.
Play la y ers G u i de t o being a Templar Here are some hints and tips about the Templar towns are not above a good old-fashioned witch campaign for players. I suggest you read this stuff, as it lynching. Beware the Penitent—bands of wandering might just save your character’s life. crazed flagellants that have been known to denounce such things as wealth, books, cats and moustaches as portents of Darkness, before beating the bearer of of said Knowledge with spiked chains and clubs. You live in a dark world full of things you don’t understand. In Lenor, Lenor, knowledge knowledge isn’t isn’t always power. SomeIf you haven’t got the hint yet: DON’T GO CASTING times its just sheer horror and lifelong nightmares. FIREBALLS IN FRONT OF PEOPLE! Even the Chapter Masters of the Templars are often reticent to share information with less experienced Magic Items members as they can never be sure how the young Templar will react or what they would do with the infor- While magic is rare and dangerous, there are magic items to be found in ancient crypts or lost temples. mation. However, grave robbing is not what you would call a nice act, so be prepared to pay for any ‘gift’ you pull To represent this and to help with that old playerfrom the cold grip of a long-dead hero or steal from a knowledge versus character-knowledge problem, not once holy shrine. To avoid being cursed, haunted, or everything you encounter will be straight out of the an just wracked with guilt (i.e. taint) you might need to official monster book. book. It might be a straightforward change (like skeletons armed with great weapons), but it leave considerable donations at a site important to the previous owner, right some wrong done to to the previous might also be a more profound alteration (a ghost imsome way. The best way mune to spells, perhaps). It might even be be a completely owner, or prove your worth in some new monster. Your character will not always be be able to to find out about magic items and how to not anger former owners is, of course, through the seeking of knowl just pick up their sword or ready their spell and wade without saying that items beinto combat. You will often need to research your foes edge (see above). It goes without longing to bad guys are fair game, but who knows what and try to find a weakness. taint they might carry! Research is not as easy as it sounds, however. Few nonTemplars know much about tainted creatures or the Darkness, and libraries and colleges are rare in Lenor (except, perhaps, in Maranovia). Worse still, books are dangerous. When skimming through books it is very easy to accidentally start reading a description of unspeakable horrors, a guide to preparing a black mass, or the words of a certified madman. This has a bad effect on good people people and can cause taint. Therefore, you will often find your character between a rock and a hard place—do they risk losing sanity by reading the diary of a killer, or do they just go at him without any clue as to his goals, powers or weaknesses?
Note: most magic items found in Lenor are obviously magical. They might be warm or cool to the touch, touch, glow, or still be shiny after years spent buried in the swamps of the Southern Dredges. While this is handy for spotting the best bits of treasure, it is also a good reason to get lynched by villagers! Also, knowing that that an item is magical does not provide any evidence as to its function or powers.
Holy Items
Though magic items are rare, both the Templars and the Papacy produce a variety of objects that are considered ‘holy tools’ rather than magic items. Though they are still rare and very expensive, they will be of great Magic benefit, particularly to beginning characters. Check All but the most benevolent magic magic is a tool of the Dark- them out under “Weapons of Faith”. ness. Its users must be rooted rooted out and dealt with in ororder to protect the innocent.
Adventures
Basically, people are scared of magic and will react with fear (which can manifest as violence) to overt displays of destructive, destructive, violent or evil magic. Town militia and sheriffs will be obliged to detain such tainted individuals on behalf of the Templars, though many
Always be prepared to bring bring the Light to the Darkness—you never know where its shadowy tendrils tendrils spread.
While the Order of Templars can act as an adventure
generator (they might ask—or order—you to do something, or you will go to them looking for work), I am not planning to run a “this week you hear about an evil wizard…” format of campaign. You will see adventure seeds and hooks all over the place, and you are pretty much free to investigate investigate any of them. Be warned, however, not every adventure will be tailored for your level of ability! Some hooks might be be seeded early, but not not really be achievable for some time, while other rumours you heard about three adventures ago might lead you to an encounter that is ridiculously simple.
up with something completely new, like; •
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Highhope, a shanty town along the Pilgrims Road that Penitent and other fanatical religious types like to hang out in... Castle Voltair, once home to powerful merchant family, no-one has lived at the castle since the tragic events of the Ball of the Black Moon… Howling, a small village on the edge of the Woods Noir, is often a stopover point for clergymen looking for one of the hallowed Castor Oaks that only grows in the dark forest…
I am basically warning you not to always expect a fair fight. If you do a few rounds with a pale-skinned guy with long fangs and feel your beginning characters are getting a little too hurt, get the hell out of there. Finally Remember the fourth rule of the Measure—protect your Heed my words, for the insight insight of a mad man is one of own life! divine clarity…
It’s Not My Campaign Lenor belongs to the Light, Light, and we shall cast off the grip of the Darkness…
It’s your campaign, I’m just helping you to explore the world. Let me know what you you want to do, and I will help you out. As a bit of a guide guide to “things you can do in Lenor”, consider the following; •
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Get rich! Amass wealth, build a castle and go about insulting the poorer nobles… Get religious! Build a congregation congregation and have them hang off your every word… Get messy! Devote your life life to killing monsters in an orgy of blood to wash away your sins… Get powerful! Rise in rank through the Tem plars, so you can call the shots… Get famous! Have children want to be like you, and women want to be with you... Get crazy! You probably wont need any any help here! Hehehe…
Would-be GM’s The power of the Light is all encompassing, while the power of the Darkness is but a fleeting folly. But what a folly. Hopefully there are a couple of you willing to have a go running some games set in Lenor. Just put your hand up and say “I’ll ‘ave a go!” It’s easy, really. And I’ll give you plenty of support. While the information I have given you is quite comprehensive, there is a lot left for you to fill fill in, if you were that way inclined. It would be very easy for you to run some adventures in different parts of Lenor, so that our separate stories wont conflict with each other. other. You could set your adventures in places that I haven’t detailed very much, like the lands of the Vichë family, or the Argent Peaks or along the River Brunë. Alternatively you could come
Finally, follow the most important rule. Have fun.
F i rst Blood This is a simple adventure meant to acclimatise players to the campaign, its common themes and actions. It has no game-system specific details, but plenty of information that should make it easy for you to come up with the necessary statistics (etc).
watched over Arnleib and the surrounding lands for most of his fifty years. He lives in the cottage immediimmediately to the left of the notary’s building.
Set-up: The characters have very recently finished their initiation rites to join the Order of Templars, and are now Initiates of the Order. As a final act to confirm confirm their dedication, before setting out into the world on their own path, they they must perform a task. The task the characters have been set is to help an injured Latovian Warden in his duties while he recuperates.
“Welcome, welcome to yer all, good good sirs. I’d git up an shake yer ‘and, but fer me me predicament. Yer good Master writ to me an said of yer coming, and none too soon, methinks.”
arrive in town the characMeeting Drazen: When they arrive ters have no trouble getting directions to the Warden’s the immediate left of the nonoSynopsis: The characters are directed by the Templar’s home. It is the cottage to the Grand Master to go to the town of Arnleib in Latovia, to tary’s office. Drazen Makk is seated in a plush armaid the local warden. When they arrive they find the chair, his left leg rests on a straw-filled crate. It is area suffering from all manner of afflictions. bound in a splint.
Drazen goes on to tell the characters that he broke his leg in a clumsy accident after a night of heavy drinking at the Windy Inn, and now finds himself unable to fulfil his civic duties. Normally a son or daughter would step Arnleib up to fulfil a wardens duties when he is incapacitated or The village of Arnleib is in eastern Latovia, on the dies, but all but one of Drazen’s children have died over border of the barren scrubland known known as the heaths. the last thirty years. His youngest son, Yanas, Yanas, ran off This region is sparse and damp, its rolling hills only into the Heaths some three months back after being occasionally punctuated by rocky out-crops that jut cursed by a passing gypsy caravan. Locals see him from the moors like jagged grey statues. Most people in from time-to-time, running across the moors, barefoot this region are graziers, though some make a meagre and in rags, shouting at the sky. living from growing vegetables, mostly pumpkin and squash, or from the crafts that all communities need— there are The Problem: Drazen tells the characters that there smithing and leatherwork in particular. To most a few problems that he needs help with, but one needs civilised folk this place is a bleak and lonely country, immediate attention. Local graziers have been finding but to the people of Arnleib it is home. cattle and sheep slaughtered and he believes that a fenbeast is stalking the area and it must be dealt with Arnleib proper, as it is often called, is a small village of immediately. some fifty people. At the end of the only road in or out of town is the notary’s office, which functions as a town Normally, a Warden would track down such a creature hall. At the other end of Arnleib, the first building you and kill it in its lair, but the characters might do best to pass is the Windy Inn, a small two-story tavern with a visit one of the outlying farms and use a sheep, goat or chimney breast at at each end. Between these two cow as bait for the animal. To this end, Drazen has told structures, along either side of the road, are the blacka local grazier, Lem Berken, to expect the Templars. smith, tanner and about a dozen cottages. All the Before they leave, Drazen warns the characters not to buildings in town are of daub and briar briar construction, as wander the moors after dark, and to avoid the Ruined there are few trees on the barren heaths to build with. Chapel. If pressed he explains explains that it is easy to get lost wandering the barren land in the dark and that they will The Warden get to see the inside of the ruined Chapel in time and not Most parts of eastern Latovia are watched over by rugto be too eager to come face-to-face with death. ged souls that protect the towns and villages from the occasional bandit raids raids and gypsy migration. Warden is Complications a hereditary position, and the men and women that Wild dogs: the characters might encounter, or the bait make up this profession are hardy souls that love the might draw, a pack of wild dogs. land they watch over. Berken farm is The Old Graveyard : not far from the Berken The local warden is Drazen Makk, a broad-shouldered an old family graveyard. If the characters pass by by giant of a man whose face is so weather-worn it appears during the day nothing happens. If they linger for long to be made of of leather. He is a friendly soul that has
at night, however, skeletons rise from the graves and attack. Raven: while prowling the moors the characters hap pen upon a tall outcrop of rock. If they approach, they disturb a pair of nesting ravens that immediately attack. Giant Fire Beetle : at night, while waiting for the fenbeast or roaming the moors, the characters see a red glow floating in the distance. If the investigate investigate they encounter three giant fire beetles.
farm of Farmer Palin: just outside town is the small farm Palin Prezat. His back field has been overrun by giant bugs. He offers the characters all the pumpkin pie and squash mash they can eat while staying in Arnleib, if they get rid of the pests.
The Berken Farm
Use these events to heighten tension and suspense, creating false alarms that get the characters all worked up, then giving them moments of relief. Play up the eerie nature of the moor, and work on the player’s assumptions about such places (and the genre conventions that go with them). It would be good good work if the players / characters were at least half-expecting to encounter a werewolf.
The Attack When the nerves of players and characters alike have been stretched to their limits with the tedium of waiting and the stress of the false-alarms, the fenbeast attacks. Fenbeast: these beasts are mercifully rare, but will sometimes wander into the Heaths from the Far Reaches, eating livestock and occasionally farmers. They look like gaunt, black skinned wolves with tufts of coarse fur randomly spread over there frame.
The Berken’s live in a ramshackle building almost as large as the Windy Inn, that has obviously been extended over many generations. Around the house is a low stone wall. A dozen sheep and goats, a pair of pigs pigs and a few chickens wander the yard. Out on the moor moor are a dozen head of cattle. Lem Berken and his wife Jemima live here with their two small children and Lem’s aging father.
This beast is almost the size of a pony, with a wild mane of matted fur and long white teeth that gleam in the moonlight. In torchlight its eyes glow a sinister orange. It is a cunning creature, but has become game over the last few weeks, getting closer and closer to the farmer’s cottages to feed. It will stand and fight at first, but if things look like they are not going its way, it will flee back to its hiding place. If the creature has been Lem is not happy about risking one of his goats or sheep wounded it will be easy enough to follow the blood trail during the daylight hours. as bait for a wild beast, but he trusts Drazen. Drazen. He will refuse to let the characters use a cow as bait, unless they home in a hollow be pay him for it first, just in case (10gp). He can loan the Den: The fenbeast has made its home neath a small rock formation formation out in the Heaths. It is characters a rope to tether the bait with, but otherwise littered with the bones and rotting flesh of its previous expects the characters to get along without his help— kills. The den can only only be entered from one direction they are ‘great Templars’ after all. and the opening is only wide enough for two people to access.
The Wait
The evening is cold and windy, and between the speeding clouds is the large large disc of a full moon. Characters should only have sketchy information on what a fen beast is, heightening the tension. Distant wolf howls and other strange sounds add to this. Darkness: depending on where the characters position themselves, they may have difficulty seeing as the moon disappears behind clouds. If the goat, sheep or cow falls silent during these moments, several false-alarms might occur. Other predators: hounds or other wild animals might also be enticed by the helpless animal, but if characters dispatch them make sure it is clear that they are not the fenbeast, lest they go home too early!
The fenbeast will hide inside and either wait for its pursuers to enter, or for an opportunity opportunity to escape. It is cramped and dark inside the den, giving the fenbeast the advantage.
The Aftermath If the characters manage to kill the fenbeast they will have done the village a great service. The beast is not worth any money itself, and the superstitious villagers may even ask the characters to bury the carcass way out in the Heaths, sparking more adventures. The village is poor, and Templars don’t expect to be paid paid for their services, but the Warden will offer the characters a small purse for their efforts and the inn keeper keeper offers free lodgings for as long as they stay.
decide to rescue their If the characters do not kill the beast, they will have to Rescue: the Berken children may decide try again. If they injured the creature it will be more “pet” goat (or cow) and stray out onto the moor, inadwary next time and they may have to head out further vertently becoming bait themselves. into the Heaths (thus inviting more danger) in order to attract it.
Further Adventures Further adventures and encounters the characters might have while in Arnleib include; The Ruined Chapel: Situated on the only real hill in the area, the chapel was struck by lightening six months ago and burnt to the ground. The superstitious locals feared this was a bad omen, and have avoided it since. Drazen figured the locals would come to their senses eventually and rebuild the chapel. Recently, however, strange scraping sounds have been heard from the churchyard at night. Unknown to locals, the the chapel was built on a much older holy site, and the hill hill isn’t a hill at all. Jack: every year on the first evening of winter, locals decorate their doorsteps and windowsills with jack-olanterns in the hope of warding off Old Jack, a spirit that looks like a scarecrow with a pumpkin head. The eerie spirit is said to call-forth cal l-forth the spirits of the recently deceased to run amok through the town, banging on doors, rattling windows, and wailing, before disappearing with the first rays of dawn. But this year a child is lost out on the moor, and someone must go out and find him! The Broken House : something killed the Berken family as they slept. Something vicious and and hungry, because little was left other than blood. The characters not only have to get over the (possible) anguish of having new friends killed, but they must also unravel this mystery. When the characters investigate they find themselves trapped in a house that hungers for more blood. They must find a way to destroy the malevolent spirit of the house.
One reason for the possession could be Old Man Berken, Lem’s father, who had begun making pleas to the Darkness to save him from the certainty of age and death. The Darkness has turned him into a vampire-like vampire-like creature survives on the emotion of fear. Yanas Makk: Drazen’s son is running wild somewhere out on the heath, half-mad with fear of a curse placed on him by a passing gypsy woman. Drazen wants his son brought home, but Yanas refuses to come home home until the curse has been lifted. This involves an arduous arduous trek across the moors to find the gypsy camp, and persuading the insulted woman to lift her curse.
Alternatively, Yanas’ madness and cavorting with Darkness may have turned him into a ghoul that feasts upon the flesh of the recently deceased. He must be stopped before his taint grows and he becomes an even greater greater threat to the village. Another option could require the characters to capture and subdue Yanas and transport him to Castle Karlov.
This would be a good way to lead the characters out of the village and on to greater adventures.